Wholehog III

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Transcript Wholehog III

Wholehog III
Internal Specs
• Embedded 500MHz G4 PowerPC processor running Linux OS
(not a PC)
• 2Mbyte L2 cache
• 256Mbyte SDRAM as standard, expandable to 1 Gbyte
• 40 Gbyte high performance internal hard disk drive with battery
backup to save changes and shut down console in the event of
a power failure
• 100/250Mbyte internal ZIP drive (accessed inside elbow rest)
• 650/700Mbyte internal re-writeable CD-ROM drive (accessed
inside elbow rest)
• 100-240v AC auto-switching power supply
Wholehog III
Setting up the Console
– The console does not produce DMX directly
• It is designed to work as part of a network, linked to other
devices including DMX Processors, Timecode Processors,
and backup consoles, etc.
– DMX Processors
• Also known as DP-2000s, are used to connect DMX devices
such as fixtures, dimmers, etc. to the network
• Special Cat-5 Crossover Ethernet cable is required when
connecting a single DMX Processor directly to the console.
• When multiple devices are being connected to the console, an
Ethernet switch will need to be used. When using an Ethernet
switch, crossover cables are not necessary.
Wholehog III
Rear Panel Detail
– Ethernet Port
– Mouse & Keyboard
Ports
– 2 USB ports
– RS232 Port
– 2 Monitor Ports
– MIDI In and Out Ports
Back Panel
Power Input.
You can connect the Whole Hog III to any power
supply between 100 and 240V AC
LED reporting on power and battery level. In the event of a
power failure the Whole Hog III uses a battery backup supply
to save any changes and shutdown the console
Back Panel
Two PS2 connectors for
mouse and keyboard.
Two USB Ports
Audio in and Audio out
Back Panel
-RS232 input for show control devices
-Two external VGA monitor inputs
-Midi IN and Midi OUT
Back Panel
The Ethernet port and LED indicators are on the far left of the rear of the
console. The Ethernet port is how the console connects to a Whole Hog III
network. A network could be as simple as one DP-2000, or more complex
including several DP-2000s, plus a Timecode Processor, and other options.
An Ethernet switch is necessary if more than one device other than the
console, is needed in the system.
LED reporting
on data status
Distributed Processed DMX
• The Hog III does not have DMX outputs on the console
• Instead, all DMX is processed separately in an outboard unit called
the DP2000
• Each unit processes 4 universes (2048 channels)
• This outboard design allows you to add additional DP-2000 units,
to increase the DMX universes, and the Refresh rate will remain
constant.
Wholehog III
Setting up the Console
Playback Wings
USB Playback wings can
also be added to the HOG
III for extra playback faders
on the Console.
MIDI / Timecode Processor
• This unit has VTC and SMPTE Timecode inputs and
outputs, along with MIDI In, OUT, and THRU
– You can connect multiple units to a single network or
console, and assign different MIDI or Timecode sources
to different cuelists.
– The console also has the same MIDI capabilities,
but VTC and SMPTE Timecode require one of these units
• The MIDI / Timecode Processor unit is a 1u Rack
mount unit that contains LTC, VITC, Midi IN/Out/Thru
and an RS232 port
Wholehog III
Front Panel Detail
– 2 Touchscreens
– 4 Encoder Wheels
– 2 Vertically Mounted Wheels
• Wheel 1, on the right of the console is
the I-wheel, it controls the Intensity of
the fixtures
• Wheel 2, on the left of the console is
the Rate wheel, it overrides the speed
of a Cue.
NOTE: Wheel 2 is a Spring Wheel
Wholehog III
Front Panel Detail
Programming Section with:
• Editing Buttons: Record, Copy,
Move, Delete, and Update
• Cue editing buttons: Macro, Page, Cue,
List, PIG, Setup, Time, Effect, Set
• Fixture and Parameter buttons :
Group, Fixture, Position, Color, Beam
• Other Cue editing buttons: HighLight,
Blind, Clear
• New Additional Buttons include:
Open, Intensity, Back, Live, Scene,
Control, Fan
• Keypad
• Trackball
Wholehog III
Front Panel Detail
Playback Section with:
• 10 Playback Masters
• GO, Halt/Back, Assert, Release
and Choose buttons
• Grand Master with DBO
• Large Central GO and Halt/Back
buttons
Programming
The Trackball controls the onscreen mouse pointer, and when in Pan and Tilt
mode, also controls a fixture’s movement. The button to the upper right of the
Trackball will toggle it between the Trackball, and the mouse. Trackball mode is
indicated by a blue LED inside the Trackball illuminating.
The function of the four buttons can be configured in the Preferences window.
Programming
Dedicated Intensity Wheel. The two buttons above and below the
wheel will adjust the Intensity by 10% increments.
Programming
Arrow Select Keys
– Use these keys to move the Selection
box around within a window
Playback
Rate Over-ride Wheel: This is for direct control of
the current fade running on the chosen playback.
Playback
The ten Playback masters can hold single cues,
or cuelists with multiple cues, as well as Scenes
Each master has a Play and Pause / Back button
Flash Buttons are below faders
Playback
Main Playback Control will effect whatever Master has it’s
CHOOSE button illuminated.
Important Buttons to Know
The Flying Pig
– Known as PIG
– Acts as a Ctrl/Shift key
– Used in conjunction with
other buttons
The SET key
– Used to Access the keyboard
– Used to enter information into boxes such as Time values,
or Naming items
– Select a box, press SET, enter information and
press ENTER
Wholehog III
Adjusting Brightness
Touchscreen Brightness/Contrast
• Press and hold down the Setup
key and adjust the
parameter encoder wheel:
– Wheel 1: Left Backlight
– Wheel 2: Right Backlight
Desklights and LED Levels
• Adjust by holding down the Setup key and adjust the parameter
encoder wheel:
– Wheel 3: Desklight Level
– Wheel 4: LED Brightness
Wholehog III
Quickstart
– Starting a New Show
– Patching
– Basic Cue Programming
– Basic Cuelist Playback
Wholehog III
Starting a Show
3 Options available
at Startup:
• Launch New Show
• Launch Existing
Show
• Connect to Show
New Show
• Pressing LAUNCH
NEW SHOW will
open the screen
shown .
• The show can then
be named and a
destination can be
selected for the show
file
New Show
Library Window
Select a library to use for the
show. You can use the standard
library in the Libraries/System/
folder, or choose a custom
library
Contact FPS for fixture libraries
of new fixture types not found in
the current library
Windows
Windows can be opened several ways:
From a Toolbar
Some windows have dedicated buttons on the Main Toolbar
Holding the Open Key:
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Open + Help
Open + Fixture
Open + List
Open + Choose
Open + IPCB Palette buttons
Open + Group, Effect, Fixture buttons
Open + Park
Windows
Windows can be opened several ways:
From the Command Line
Specify the window to be opened using the command line,
then press the Open Key
POSITION OPEN, opens the Position Directory
POSITION 2 OPEN, opens Position 2 window
CUE 4 OPEN, opens the editor window for cue 4
Double Pressing Keys
Some windows open by double pressing the appropriate key:
POSITION POSITION, opens the Position Directory
This can be disabled by setting the double press time to 0
in the Console Key window in the Preferences window
Wholehog III
Setting Up the Console
– Console Setup Window
– Preferences Window
Control Panel & Preferences
Windows
Many options for customizing the console
are found in these windows:
– Control Panel:
• Press Setup
• Touch ‘Control Panel’ on the toolbar on the right
Touchscreen
– Preferences Window:
• Press Setup
• Touch ‘Preferences’ on the toolbar on the right
Touchscreen
Control Panel Window
• Displays
– Monitor resolution, enable LCDs, enable touchcscreens,
calibrate touchscreens
• Keyboard
– Model and layout
• Wings
• Printers
• Time and Date
• Autoload
– Loads show
upon startup
• Network
• System Info
Preferences Window
Console
Appearance
Sensitivity
Key timings
Trackball settings
Edit
Programming Defaults
Default Timing
Default Naming
Playback
Cuelist, Scene,
Misc Playback defaults
Note: Preferences can be imported between shows
Using the Command Line
Entering Syntax Commands
– The Command Line appears at the bottom of the
right touchscreen
– Build up a series of keystrokes, and the command
is acted on when Enter is pressed
Patching a Show
Patching is setting up the console with what type, and how
many of each type of fixture you will be controlling, along
with the DMX start channel for each fixture
Patching is done in The Fixture Window
To open the Fixture Window:
Hold down the OPEN key, while pressing FIXTURE
p
e
Fixture Window
Patching
Fixture Schedule Window
– You must select which fixture type, and how many etc.
in the Fixture Schedule window
– To open this window, press the Fixture Schedule button in
the top left corner of the Fixture Window
Fixture Schedule button
Fixture Schedule Window
Each fixture is listed under its manufacturer
• Expand each manufacturer to view the
fixtures by clicking on the adjacent “+”
button
• Highlight the fixture type to add,
• Press Set, type in the number of fixtures
for this type to be used, and press Enter
• Repeat for all fixture types to be used in
the show
• Press OK when finished
The number column shows the number of
fixtures of that type are currently in the show
Patching
User Numbers:
A Unique ID, or User number can be
assigned to each fixture allowing for
better organization of the fixtures.
To do this, select the group of
fixtures you want to renumber.
can drag and select.
You
Then hit Set and type in the starting
number, and press Enter.
Patching
Steps to Patch a Fixture:
– Select a Fixture or Fixtures
– Press ‘@’,
The window shown will appear
– Select a DMX processor
and universe
– Type in DMX Start channel
– Press Enter
Patching: Fixture Window
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Fixture Schedule
– Library of Manufacturers and Fixture
personalities
Remove
– Removes fixture from entire show
Patch @
– Opens the fixture patch window
Unpatch
– Unpatches the selected fixture(s)
w/o removing programmed show
contents for that unit(s)
Replicate Fixtures
– Allows you to create copies of
fixtures, including the programming
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Change Type
– Changes one fixture type for another,
and converts all programmed
information that is applicable in the
entire show
Edit Fixtures
– Allows a fixture’s defaults to be edited
Auto Palettes
– Generates Groups and IPCB palettes
for patched fixtures
View by DP
– Shows detailed patch by DP-2000
Jump Tool buttons
– Selects which fixture type to select if
unique ID numbers have not been
assigned
View By DP Window
Patching: Fixture Window
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Fixture Column
– Actual fixture number that you have
added
– This cannot be changed but you can
reorder the way they are displayed
Num
– User definable number that is used
to select the fixture
Note
– Any comments about type/location
of fixture
DP
– Displays the DP2000 # a fixture is
assigned to on the network
Patch
– Displays the DMX Universe and
DMX Address a fixture is assigned
to on a DP2000
Patch Type
– Displays information pertaining to
fixtures with multiple parts
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Patch Note
– Any comments about type/location
of fixture
Swap Axes
– Pan/Tilt alignment can be swapped
from the desk
Invert Axes
– Pan/Tilt alignment can be inverted
from the desk
Intensity %
– Allows a maximum % for intensity to
be set for a specific channel (i.e.
desk channels)
Color Calibration
– Displays information pertaining to if
a fixture has been calibrated to the
Color Picker
Parked
– Displays information as to whether a
fixture(s) has been parked at a
specific value onstage
Wholehog III
Software Hierarchy
Programming a Cue
Playing Back a Cue
Show Hierarchy
Cues, Cuelists, and Pages
Cues
• Fundamental building block of the Wholehog III show
• A Cue tells one or more fixtures to change settings for
intensity, beam, color, and/or focus using delay and fade
times
Cuelists
• Organized lists of Cues
Pages
• Pages are a group of Cuelists assigned to a set of Masters
allowing organization of Cuelists within a show
• Each Page allows 10 Cuelists (more with Expansion Wings)
to be referenced
Programming Cues
Steps to program a simple Cue:
1. Open the Programmer Window
2. Select fixtures or a Group
3. Adjust parameter settings using the wheels,
keypad, or palettes
4. Record the Cue
Programming Cues
Programmer Window
– Cues can be created and
edited in the Programmer;
this window shows all
selected fixtures and any
adjusted parameters
– To open: press the
Programmer button below
the Right Touchscreen
Programming
Selecting Fixtures
– If User Numbers have been assigned in the Fixture Window:
• Type the User Number on the keypad followed by Enter;
– If User Numbers have not been assigned:
• Press Fixture button
• Select the fixture type from the toolbar on the bottom of
the right touchscreen
• Type fixture #(s) on the keypad
• Press Enter
– If Auto Palettes were generated in the Patch Window:
• Press Open+Group to open the Group Directory
• Press the desired Group button in the Group Directory
Programming
Keypad Functions
– Use the keypad to select Fixtures,
Palettes, and Times
Groups,
• + Selects more than one item. Example Fixture 8 + Fixture 12
• Thru Selects a series of items: Cyber 1 Thru 6
• Back Arrow Backspaces through previous item on the Command
Line. Deletes selections as you backspace through them.
• Full Sets Intensity to 100%
• @ Sets an Intensity level or a patch location. Example: Cyberlight
6 @ 50.
• / Used for recording Cues to a designated Playback master
Example Record 4/5 would record Cue 5 on Fader 4
• Enter Completes an operation
Parameter Wheelsets
Intensity
– Options for adjusting Intensity
include:
• 1. Press the Intensity key and use
the 1st encoder wheel below right
touchscreen
• 2. Use the dedicated intensity
wheel on right side of console
• 3. Using the Command Line, type
in a percentage on keypad
followed by Enter
Wheelsets
• Some fixtures have more parameters of a particular type than
there are encoder wheels, those parameters are grouped into
wheelsets
• Press the parameter key and the choices of wheelsets will be
shown on the toolbar at the top of the slots toolbar
• Select the wheelset you wish to use by pressing it, or
press the parameter type key repeatedly to cycle through them
• Note: PIG+kind (IPCB) steps backward through the wheelsets
for the kind
Parameter Wheelsets
Color
– After selecting fixtures, press the Color
button on the console to swap to the Color
attributes available for those fixtures
Parameter Wheelsets
Beam
– Parameters include iris, gobos,
frost, focus, zoom, etc
– Toggle the Beam button several times
to access all available options
for the selected fixtures
Slotted Toolbars
• Slotted toolbars provide quick access to
common library attributes for a fixture
• Press the attribute on the toolbar to
access a second toolbar showing the
discrete values for that attribute
Modifying Parameters
Different ways to control parameter types:
– Parameter Wheelsets: Intensity, Position, Color, Beam
• Toggle the IPCB buttons and use the Encoder wheels to set
values for each parameter, or;
– Select an IPCB Palette from the corresponding Palette window,
if Palettes have been created
– Slots toolbar: Parameters that have discrete, rather than continuous
values can be controlled from the Slots toolbar; this allows choices
to be made at the touch of a button
– Spreadsheet: a parameter’s value can be directly edited in an
editor’s spreadsheet view;
• Click on the cell, press SET, type in a value, and press Enter
• Click on the cell, press SET, and select from the pop down box
Color Picker
This allows you to choose a color from
the window shown
To open, press the COLOR PICKER button on the
toolbar in the Color Directory window
Pressing the Gel Swatch Book button will open a
Gel Picker window based on Gel Manufacturer
numbers
Library Model
Real World Value
– Fixture Parameters are displayed in units such as
degrees for Pan and Tilt, Hertz for strobe, RPM for rotation,
and even Kelvin for color correction.
– Real World Values speed up programming and allow several
fixtures of different types to be selected and adjusted at the
same time
– All programming information in cues is stored as real world
values, allowing a fixture already Programmed into a show to
be easily replaced by one of a different type.
Programming
Fanning Parameters over a Range
– Use Fan for several fixtures at once to
create symmetrical looks
• Examples:
Fanning
• Fanning using the Parameter Wheels:
• Select the fixtures to program
• Press and hold FAN
• Use the center and right parameter wheels for pan and
tilt, opening and closing the fan (other parameter wheels
may also be used)
Programming
Blind
– Hides the output of
the Programmer from the Stage
– Using Blind allows you to program a Cue
without having the Cue active onstage
Clearing the Programmer
– Press Clear to empty the contents
of the Programmer Editor Window
Programming
Record the look as a Cue
– Once you have the look ready to record as a cue.
• Press RECORD, followed by the CHOOSE button
above the master you would like to store the cue
• The Cue will automatically be set with the default time
specified in the Control Panel
– Repeat the process again to add more Cues to the same
Cuelist
Recording a Cue
More ways to record to a Cuelist on a Master
1. With a CHOOSE button illuminated, pressing RECORD
followed by ENTER, will record the next cue into the
corresponding master
2. Press Record ‘1.5’ Enter will record cue number 1.5 to the
master which has it’s CHOOSE button illuminated
3. Press Record #/# Enter to specify a Fader/Cue
Quickname
–
Pressing Set immediately after recording a cue opens the
‘Quickname’ prompt box
Playback
Masters
– Each Master
controls one
Cuelist
– All can run
simultaneously
or in any
combination
Playback
Playback a Cuelist
– Bring the Fader up to Full (it controls
Intensity by default)
– Press the GO button above that Master
– Press the Halt/Back button at any time to
freeze the fade
Playback
Masters Detailed
– Each Master contains 4 buttons and 1 fader
• Choose
– Selects the Master during programming operations
• GO
– Starts a Cue fading and starts the Cuelist executing
– Pressing GO while a Cuelist is running skips Cues or exits a loop
• Halt/Back
– Freezes any crossfading cues, and stops the Cuelist from running
– Pressing GO resumes fading and execution of cues
– Pressing Halt/Back after a Cuelist has stopped fades backward
through the Cuelist
• Fader
– Controls Intensity by default
• Flash
– Momentarily puts the Intensity of the fixtures controlled by this playback
to the full programmed value,
or the percentage of the programmed value set in the Options window
Playback
Main Controls
– Masters can be linked to the Main Controls
by:
• Pressing Choose above that Master
• Holding any number of Choose buttons
simultaneously
– Main Controls consist of:
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Go and Halt
Goto
Choose
Release
Skip Forward/Skip Back
Assert
Rate Wheel
Left-Hand Parameter Wheel
Playback
Releasing a Master
– Pressing Release will release
the Chosen playback’s control of fixtures,
making the playback master inactive
– PIG+Release will release all active Cuelists
– To release a Cuelist that is not the Chosen Cuelist:
• Press and hold Choose above that Master
• Press Release
Playback
• Goto
– Advances to any Cue in the selected cuelist
using crossfade time
– Goto can be used on the Command Line
• Goto Cue # Enter
• Goto Cue # Time Enter
• Goto Cue 0 Enter
• Skip Forward/Skip Back
– Steps forward or backward through the
Cuelist
Crossfade Rate Overrides
Rate Wheel/ Left Hand Parameter
Wheel
– A cuelist can have its playback/fade
rate increased or decreased while on
a Master; this affects all cue timings
in the list
– Affects the Chosen Master only
Grand Master
Working with Master Controls
The GM inhibits the intensities of all fixtures on the
console, including those in the Programmer,
with the exception of those that are Parked
• By default it resides on Master 1 of each Page
• The Flash key below the GM fader acts as a non-latching
blackout key
• If you lose your GM, then it has probably been obscured
by cuelists loaded onto later pages
The GM can also be controlled using the GM key
• Hold down the GM key and turn the first parameter
wheel, the I-Wheel or Fader #1
The GM key LED shows the state of the GM:
• Off: GM at 100%
• On: GM at 0%
• Slow Flashing: GM between 0% and 100%
Wholehog III
Editing Existing Cues
– Use Open/Update
– Using the View Cue button
– Press Open then Record, Cue#,
Insert/Replace/Merge
– Merge
– Use Update
Editing Cues
Cue Editor Window
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To open an Editor for an existing Cue: CUE # OPEN
Press the EDIT button
Make all changes required to the cue
Press UPDATE to record the changes back into the same Cue
Editing Cues
Opening the Cue Editor Window using
the VIEW CUE button
– With a Cuelist Window open,
– Pressing the VIEW CUE button on the Cuelist window toolbar will open
the Cue Editor window, containing the cue currently playing
– Press the EDIT button on the Cue Editor window toolbar
in order to make changes to the cue
– Make all changes
– Press UPDATE
Editing Cues
Insert/Replace/Merge Window
When recording, copying or moving a cue, if the destination
location already has a cue recorded in it, you will be
prompted with the options of Replace, Merge or Insert
Replace: Overwrites the cue information in that destination
Merge: Incorporates the copied information into the destination cue.
If the same fixtures and parameters are in both cues, the new values
being merged will take priority
Insert: creates a new destination cue before the one chosen,
using a point number if necessary
Merge
From the Programmer or Cue Editor Window, press
Merge Cue# Enter to merge directly into the Cue
Using Merge allows edits to be merged into multiple
cues simultaneously
Merge 1-3 Enter will merge the values into cues 1-3
Auto Update
Updating a Cue while it is active onstage
– When a cue is playing, parameter values within
the Cue can be changed and updated without
having to open a Cue Editor Window
– Select the fixture(s) in the Programmer
– Make any parameters changes
– Press Update
– Select the desired Cue from the Update Select
Window
– Press Enter
Groups
• Groups are prerecorded
fixture selections, allowing
for quick selection of
multiple fixtures
• To create a Group:
– Select the fixtures desired
– Press Record,
– Press empty Group square
or
– Type the Group # followed
by Enter
You can then name the Group by
pressing SET, typing in a name,
and then press ENTER
Palettes
• Palettes are prerecorded values
for parameters that can be easily
recalled and used while
programming
• Palettes can be made from any
combination of fixture types, and
they can be made for any IPCB
parameter of any fixture
• Editing a Palette updates all Cues
referencing that Palette instantly
(example: Position Palettes for a
touring show)
Palettes
Creating a Palette
– Select the fixtures, and adjust the parameters to be included
in the Palette
– Press Record, then;
• Press an empty button in the appropriate Palette
Directory,
or
• Press an IPCB button followed by a # then Enter
RECORD COLOR 6 ENTER
• Note: if you leave out the Palette location, i.e. “Record,
Position, Enter” the Palette will be recorded in the next
available button in that directory
– Name the Palette by pressing SET and typing a label on the
keyboard, the press ENTER
Palettes
• Using a Palette in a Cue
– Select the fixtures you want to apply the Palette
– Open the Palette directory where the palette is stored,
then select the palette from the Directory by pressing the
appropriate square,
Or
Use the Command line syntax:
Select Fixtures, press the IPCB button, the palette
number, then Enter:
1 THRU 12 COLOR 6 ENTER
Palettes
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Editing palettes
– Palettes can be edited in an Editor window. The easiest way to do
this is to open the palette in the preview editor. To do this select the
palette via the touchscreen and then press OPEN. This will open
the palettes contents into a preview editor.
– Alternatively you use the command line to open this: COLOR 1
OPEN
Once in the preview editor press the EDIT button to select this for
editing.
Palette Editor Window
•
After all changes have been made, press UPDATE to update the
palette
Views
Desktop Views
– Stores arrangements of windows for quick access
– Views are managed by the Views Toolbar at the top of the
Left touchscreen
– Views are stored in the Views Directory
open the View Directory
Press the VIEW button followed by OPEN
To
Recording a Desktop View
– Arrange the windows on the console
screens to your liking
– Press Record, while pressing a button on
the Views Toolbar
Naming a View
• On the Toolbar
– Press SET together with the appropriate button on
the Views toolbar; the Quickname window will
open
– Enter a name, and click on OK
• In the Views Directory
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Open the Views Directory
Select the View button to be named
Press SET and the Quickname window will open
Enter a name, click on OK
Recalling a View
– Press the appropriate VIEW Button on the toolbar,
or on the buttons above the left touchscreen,
or
– Press the View button on the toolbar in the far
right corner of the Left touchscreen, then type in
the View# on the Keypad, followed by Enter
or
– Open the View Directory, turn off Guard, then
press the View # button in the Directory Window
Wholehog III
Cuelist Window
– Choose + Choose
– Open + Choose
• Cue Timing
Overview
• Wait Time
• Options
Cuelists
Cuelist Directory
– All Cuelists are stored in the Cuelist
Directory and can be referenced on
Playback Masters
Viewing the Directory window
– Press OPEN + List to open the directory
– Cuelists can be named within the Cuelist
Directory using SET
Cuelists
Cue Timing
– Three timing elements for every cue
• One or more Fade Times
– Time parameters will use to get to the new values of the cue
• One or more Delay Times
– Time between pressing GO and when the cue begins
• Wait Time
– Length of time the cue will wait before it automatically plays
The time starts counting when the previous cue is played
A Cue can have multiple Fade and Delay times but only one Wait time
Cuelists
Cue Times Explained
Cuelists
Setting the Wait Time
– Select a Cue’s wait box and Press Set; several
options appear along the top of the Cuelist
window:
• Halt, Wait, Follow, Timecode, Manual, & H,M,S
– Select an option in the Wait toolbar, or;
– Type in a Wait time value
– Press Enter
– NOTES:
• Type in “Follow + #” to add a Follow + a wait time
• Times for multiple cues can be set simultaneously by
selecting first Wait time box, holding down PIG, and
selecting the last Wait time box in the range of cues
being edited
Cuelist Options
Cuelists
Link Cues
– Links are used to create Loops, or to interrupt the
normal flow of the cuelist by jumping to a different
point
– To create a Link cue:
• Press Insert Link from within a Cuelist Window
• Link Cues are inserted after the current cue,
the
current cue is indicated by ARROW
in the
Wait column
Link Cues
Cuelists
Link Cues
– You will enter the cue to Link, or jump to in Fade
column. Press SET and enter the cue number,
and press ENTER
– You can enter how many times the cues will loop
in the DELAY column. If left empty, it will loop
continuously.
Wholehog III
Recording Cues with Time
– Fade
– Delay
– Default Timings
Recording Cues with Time
Fade Time
Length of time for a Cue to execute the specific parameter
changes within the cue
Every cue built is assigned a default Fade time
• The Default Fade Time in a new show is 2 seconds
• Default Timing for all cues can be assigned in the Preferences
Window under the ‘Edit’ tab
Recording Cues with Time
Delay Time
Length of time after the Go command is sent for a cue,
until the parameters start the new command or fade time.
The Default Delay Time for all new cues is 0 seconds
Timing
Fade, Delay, and Path
While in an Editor Window
Select the Time button to toggle
the Editor window to the Time
view
Select the cell to be edited,
press Set, enter a value, and
press Enter to enter timing
Recording Cues with Time
Individual Parameter Timing
Building Multi-Part Cues
– Each fixture can have its own Fade and Delay time for each of its
parameters
– This allows for very dynamic and complex cues to be created
– Example:
• Studio Color moves with a 5 sec Fade Time, and 0 seconds Delay
• After changing position, the color may have a 6 second fade to another
color, this will need a 5 sec Delay on the Colour to allow for the move,
• After the color change the fixtures may dim to 50% with an 8 sec Fade
Time, this will need at least an 11 sec Delay Time on the Intensity.
Recording Cues with Time
Different Times for Different Fixtures
Creating a peel off effect:
1. Create a cue with the starting position,
2. Create the second cue but do not record it yet,
3. Change the Programmer View to DELAY.
4. Default is 0 seconds, and the first fixture will use that,
5. Select 2nd fixture, and assign a 1 second Delay time to the Pan & Tilt
6. Select 3rd fixture, and assign a 2 second Delay time to the Pan & Tilt
7. Continue for all fixtures, each with Delay times 1 second apart
8. Record as a cue: each fixture will now start its move one second after
the previous fixture
Recording Cues with Time
Entering Time for Cues
During the cue building process, you may enter the Fade and / or Delay times from
the command line.
Pressing TIME, X, ENTER, will assign a fade time to the cue when it is recorded
Pressing TIME, TIME, X, ENTER, will assign a Delay time to the cue when it is
recorded.
Pressing TIME, X THRU X, ENTER, Will fan the Fade times through
selected.
the fixtures
Pressing COLOUR, TIME, X, ENTER, will assign time only to the color parameters
Pressing POSITION, TIME, TIME, X, THRU, X, ENTER, will fan the delay times for
the Pan & Tilt parameters
Default Timing
Setting Parameter Default Times
– Under Preferences/Edit/Default Timing
– Set individual default times for each parameter (“Kind Timing”) or a Global
default time for all parameters
Pages
Page
•
•
Page Directory
– Hold Open while pressing Page
or press Page Page
Pages
– Useful way of organizing Cuelists in sets
of 10 per Page (without Expansion
Wings)
– Cuelists are not stored on the Playback
Masters. Masters reference the Cuelist
Directory, and these references are
stored on each Page
– Changing Pages loads a different set of
Cuelists onto the Masters per each
Page
Open
Pages
Creating a New Page
– Press any empty Page button in the Page Directory,
or;
– Type Page # Enter
– Press Set, type in a name, press Enter
– Note: toggle on the Guard button in the Directory
Window in order to name the Page without loading it
Note: Right click on a Page to set it as a Template Page
Pages
• Changing Pages
– 3 Methods
• Press Next Page button
(hold PIG and press
Next Page to move backwards
through the Directory)
• Type Page # Enter
• Open the Page Directory and
touch a Page button in the
Directory Window
Effects Directory
•
•
To open the Effects Directory Window:
– Open+ Effect
To use an Effect:
– Select fixtures
– Press the desired effect in the
Directory Window
– All settings for that effect are
controlled within the Programmer
Window on the 4 encoder wheels:
• Wh1: Effects Rate
• Wh2: Effects Size
• Wh3: Effects Offset
• Wh4: Effects Length
Effects
Recording Effects in Cues
– Steps:
• 1. Select the fixtures for the effect, set intensity levels
and other parameter settings as desired
• 2. Press OPEN+Effect (if directory is not open already)
• 3. Touch any effect (example: Circle)
in the Effects Directory window
• 4. Press Record and record this as a cue
Effects
Adjusting an Effect
– Rate
• Rate for an effect can be adjusted with the left encoder
wheel
• Rate=Adjusts the settings in proportion so that the effect is
maintained as it speeds up or slows down
– Size
• Size of an effect can be adjusted with the second encoder
wheel
• Size=Adjusts the settings in proportion so that the effect is
maintained as it increases or decreases in step length
Effects
Adjusting an Effect: Offset
– Offset refers to where in an effect cycle a fixture begins the effect
– Offset
• To offset effect parameters for selected fixtures,
use the Offset wheel
TIP: Give each fixture a slightly different Offset value
Using Fan
– A quick way to evenly spread offsets across a range of fixtures
• Hold FAN while turning the Offset wheel
• Fanned offsets are indicated by “#,…”
– Fans also work on Rate and Size
– Grouping is useful when fanning Offset
Effects
• Turning off an Effect
– Select the Effect Cell in the Engine Window
– Press SET
– Select OFF from the Effect table menu
Scenes
A Scene is like a cue with full
timing features that does not
belong to a cuelist. Scenes can
be used to store multiple looks
that may be called back for
programming, or to load many
simple looks for direct playback
from a physical master
Scenes are stored in the
Scene Directory:
press Open +Scene, or
Scene,Scene
Show Manager Window
Saving Show Data
– Press Setup, then press Shows on the toolbar:
– Show data is stored on the internal hard drive in the location
selected for the current show
– The console saves the current show you are working on
direct to the hard drive; changes to the show are saved to
disk as they are made
– Battery backup ensures that all saves are completed before
shut down
Show Manager Window
• Current Show:
– Current Show
• The first screen shows you the current show.
Here you can also add a description of the show.
• Merge
• Backup
• Save As
– Auto Backup
• Organiser:
– CD Burning
– File Browser
Note: right click on the folder/file to rename/delete
Current Show
Backup Show
Auto Backup
Networking
•
With Networking you get feedback from the DMX Processing unit and
any other devices connected informing you of the current status of each
device.
– Open the Network window by pressing Setup, then Network on the
toolbar
Multi Thread Processes
Because the Console is built
on Linux it runs Multi-Thread
Processes. This means that you
can have a failure on one process
but the console will continue
running. So you can lose the
editor process, and the playback
will continue to run. This will
mean that there are few
situations where the console will
completely fail to output DMX or
run the programmed cues.
Processes Window
• To open this window
– Press Setup then press
System on the right
touchscreen toolbar, or;
– Press PIG+Open+Backspace
• Right click over a process to
provide a context sensitive menu
allowing the process to be killed
and restarted
– Exception: the Editor process
has to be restarted by pressing
the Programmer button
Updating the OS
• Full Install
– Press and hold PIG while console is booting
– Select Full Install from the onscreen menu, and
press Enter.
• For an Upgrade/Update from a previous
version:
– From the Show launch window, press ‘Software’
button on right touchscreen toolbar, and follow
onscreen prompts:
Playback Wings
USB Playback wings can also
be added to the HOG III for
extra playback faders on the
Console.
Midi/Timecode Processor
• As there are no Timecode inputs on the back we also
use a separate Timecode unit
– This enables the unit to be placed at the Timecode source
and then it can send the data back via the Ethernet cable
• The Midi/Timecode Processor unit is a 1u Rack
mount unit that contains LTC,VITC,Midi IN/Out/Thru
and an RS232 port
Shutting Down the Console
• Press Setup
• Press Quit on the right TS toolbar
• Wait for onscreen Safe prompt before
turning off power
Wholehog III
Where To Get More Information
– www.flyingpig.com
– www.highend.com
– High End Systems
• Austin, TX 512-836-2242
• Van Nuys, CA 818-947-0550
• NY,NY 212-957-4466
– Flying Pig Systems
• [email protected]